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-rw-r--r--src/crepe/facade/Sound.cpp85
-rw-r--r--src/crepe/facade/Sound.h71
-rw-r--r--src/crepe/facade/SoundContext.cpp30
-rw-r--r--src/crepe/facade/SoundContext.h16
4 files changed, 82 insertions, 120 deletions
diff --git a/src/crepe/facade/Sound.cpp b/src/crepe/facade/Sound.cpp
index 4d3abf5..0df1f48 100644
--- a/src/crepe/facade/Sound.cpp
+++ b/src/crepe/facade/Sound.cpp
@@ -1,3 +1,4 @@
+#include "../api/Asset.h"
#include "../util/Log.h"
#include "Sound.h"
@@ -6,54 +7,42 @@
using namespace crepe;
using namespace std;
-Sound::Sound(unique_ptr<Asset> res) {
+Sound::Sound(const Asset & src) : Resource(src) {
+ this->sample.load(src.get_path().c_str());
dbg_trace();
- this->load(std::move(res));
}
+Sound::~Sound() { dbg_trace(); }
+
+// void Sound::play(SoundContext & ctx) {
+// if (ctx.engine.getPause(this->handle)) {
+// // resume if paused
+// ctx.engine.setPause(this->handle, false);
+// } else {
+// // or start new sound
+// this->handle = ctx.engine.play(this->sample, this->volume);
+// ctx.engine.setLooping(this->handle, this->looping);
+// }
+// }
+//
+// void Sound::pause(SoundContext & ctx) {
+// if (ctx.engine.getPause(this->handle)) return;
+// ctx.engine.setPause(this->handle, true);
+// }
+//
+// void Sound::rewind(SoundContext & ctx) {
+// if (!ctx.engine.isValidVoiceHandle(this->handle)) return;
+// ctx.engine.seek(this->handle, 0);
+// }
+//
+// void Sound::set_volume(SoundContext & ctx, float volume) {
+// this->volume = volume;
+// if (!ctx.engine.isValidVoiceHandle(this->handle)) return;
+// ctx.engine.setVolume(this->handle, this->volume);
+// }
+//
+// void Sound::set_looping(SoundContext & ctx, bool looping) {
+// this->looping = looping;
+// if (!ctx.engine.isValidVoiceHandle(this->handle)) return;
+// ctx.engine.setLooping(this->handle, this->looping);
+// }
-Sound::Sound(const char * src) {
- dbg_trace();
- this->load(make_unique<Asset>(src));
-}
-
-void Sound::load(unique_ptr<Asset> res) { this->sample.load(res->get_path().c_str()); }
-
-void Sound::play() {
- SoundContext & ctx = SoundContext::get_instance();
- if (ctx.engine.getPause(this->handle)) {
- // resume if paused
- ctx.engine.setPause(this->handle, false);
- } else {
- // or start new sound
- this->handle = ctx.engine.play(this->sample, this->volume);
- ctx.engine.setLooping(this->handle, this->looping);
- }
-}
-
-void Sound::pause() {
- SoundContext & ctx = SoundContext::get_instance();
- if (ctx.engine.getPause(this->handle)) return;
- ctx.engine.setPause(this->handle, true);
-}
-
-void Sound::rewind() {
- SoundContext & ctx = SoundContext::get_instance();
- if (!ctx.engine.isValidVoiceHandle(this->handle)) return;
- ctx.engine.seek(this->handle, 0);
-}
-
-void Sound::set_volume(float volume) {
- this->volume = volume;
-
- SoundContext & ctx = SoundContext::get_instance();
- if (!ctx.engine.isValidVoiceHandle(this->handle)) return;
- ctx.engine.setVolume(this->handle, this->volume);
-}
-
-void Sound::set_looping(bool looping) {
- this->looping = looping;
-
- SoundContext & ctx = SoundContext::get_instance();
- if (!ctx.engine.isValidVoiceHandle(this->handle)) return;
- ctx.engine.setLooping(this->handle, this->looping);
-}
diff --git a/src/crepe/facade/Sound.h b/src/crepe/facade/Sound.h
index 4c68f32..35bccdb 100644
--- a/src/crepe/facade/Sound.h
+++ b/src/crepe/facade/Sound.h
@@ -1,84 +1,33 @@
#pragma once
-#include <memory>
#include <soloud/soloud.h>
#include <soloud/soloud_wav.h>
-#include "../api/Asset.h"
+#include "../Resource.h"
namespace crepe {
+class SoundContext;
+
/**
* \brief Sound resource facade
*
* This class is a wrapper around a \c SoLoud::Wav instance, which holds a
* single sample. It is part of the sound facade.
*/
-class Sound {
-public:
- /**
- * \brief Pause this sample
- *
- * Pauses this sound if it is playing, or does nothing if it is already paused. The playhead
- * position is saved, such that calling \c play() after this function makes the sound resume.
- */
- void pause();
- /**
- * \brief Play this sample
- *
- * Resume playback if this sound is paused, or start from the beginning of the sample.
- *
- * \note This class only saves a reference to the most recent 'voice' of this sound. Calling
- * \c play() while the sound is already playing causes multiple instances of the sample to
- * play simultaniously. The sample started last is the one that is controlled afterwards.
- */
- void play();
- /**
- * \brief Reset playhead position
- *
- * Resets the playhead position so that calling \c play() after this function makes it play
- * from the start of the sample. If the sound is not paused before calling this function,
- * this function will stop playback.
- */
- void rewind();
- /**
- * \brief Set playback volume / gain
- *
- * \param volume Volume (0 = muted, 1 = full volume)
- */
- void set_volume(float volume);
- /**
- * \brief Get playback volume / gain
- *
- * \return Volume
- */
- float get_volume() const { return this->volume; }
- /**
- * \brief Set looping behavior for this sample
- *
- * \param looping Looping behavior (false = one-shot, true = loop)
- */
- void set_looping(bool looping);
- /**
- * \brief Get looping behavior
- *
- * \return true if looping, false if one-shot
- */
- bool get_looping() const { return this->looping; }
-
+class Sound : public Resource {
public:
- Sound(const char * src);
- Sound(std::unique_ptr<Asset> res);
+ Sound(const Asset & src);
+ ~Sound(); // dbg_trace
-private:
- void load(std::unique_ptr<Asset> res);
+ struct Handle {
+ SoLoud::handle handle;
+ };
private:
SoLoud::Wav sample;
- SoLoud::handle handle;
- float volume = 1.0f;
- bool looping = false;
+ friend class SoundContext;
};
} // namespace crepe
diff --git a/src/crepe/facade/SoundContext.cpp b/src/crepe/facade/SoundContext.cpp
index deb2b62..3ae5956 100644
--- a/src/crepe/facade/SoundContext.cpp
+++ b/src/crepe/facade/SoundContext.cpp
@@ -4,17 +4,33 @@
using namespace crepe;
-SoundContext & SoundContext::get_instance() {
- static SoundContext instance;
- return instance;
-}
-
SoundContext::SoundContext() {
dbg_trace();
- engine.init();
+ this->engine.init();
+ this->engine.setMaxActiveVoiceCount(this->config.audio.voices);
}
SoundContext::~SoundContext() {
dbg_trace();
- engine.deinit();
+ this->engine.deinit();
+}
+
+Sound::Handle SoundContext::play(Sound & resource) {
+ return {
+ .handle = this->engine.play(resource.sample, this->default_volume),
+ };
+}
+
+void SoundContext::stop(Sound::Handle & handle) {
+ this->engine.stop(handle.handle);
}
+
+void SoundContext::set_volume(Sound & resource, Sound::Handle & handle, float volume) {
+ this->engine.setVolume(handle.handle, volume);
+ this->default_volume = volume;
+}
+
+void SoundContext::set_loop(Sound & resource, Sound::Handle & handle, bool loop) {
+ this->engine.setLooping(handle.handle, loop);
+}
+
diff --git a/src/crepe/facade/SoundContext.h b/src/crepe/facade/SoundContext.h
index d703c16..c651cd5 100644
--- a/src/crepe/facade/SoundContext.h
+++ b/src/crepe/facade/SoundContext.h
@@ -2,6 +2,8 @@
#include <soloud/soloud.h>
+#include "../api/Config.h"
+
#include "Sound.h"
namespace crepe {
@@ -13,19 +15,25 @@ namespace crepe {
* the methods for playing \c Sound instances. It is part of the sound facade.
*/
class SoundContext {
-private:
- // singleton
+public:
SoundContext();
virtual ~SoundContext();
+
SoundContext(const SoundContext &) = delete;
SoundContext(SoundContext &&) = delete;
SoundContext & operator=(const SoundContext &) = delete;
SoundContext & operator=(SoundContext &&) = delete;
+ virtual Sound::Handle play(Sound & resource);
+ virtual void stop(Sound::Handle &);
+ virtual void set_volume(Sound &, Sound::Handle &, float);
+ virtual void set_loop(Sound &, Sound::Handle &, bool);
+
private:
- static SoundContext & get_instance();
SoLoud::Soloud engine;
- friend class Sound;
+ float default_volume = 1.0f;
+
+ Config & config = Config::get_instance();
};
} // namespace crepe